Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project.Materials and Methods: A prototype game was developed via user-driven innovation and tested on 10 patients 48–89 years of age and their relatives for a period of 2 weeks. The application consisted of a series of daily challenges given to the patients and relatives and was based on several gamification principles. A triangulation of data collection techniques (interviews, participant observations, focus group interviews, and workshop) was used. Interviews with three healthcare professionals and 10 patients were carried out over a period of 2 weeks in order to evaluate the use of the prototype.Results: The heart patients reported the application to be a useful tool as a part of their telerehabilitation process in everyday life. Gamification and gameful design principles such as leaderboards, relationships, and achievements engaged the patients and relatives. The inclusion of a close relative in the game motivated the patients to perform rehabilitation activities.Conclusions: “The Heart Game” concept presents a new way to motivate heart patients by using technology as a social and active approach to telerehabilitation. The findings show the potential of using gamification for heart patients as part of a telerehabilitation program. The evaluation indicated that the inclusion of the patient's spouse in the rehabilitation activities could be an effective strategy. A major challenge in using gamification for heart patients is avoiding a sense of defeat while still adjusting the level of difficulty to the individual patient.
Many studies show that self-care technologies can support patients with chronic conditions and their carers in understanding the ill body and increasing control of their condition. However, many of these studies have largely privileged a medical perspective and thus overlooked how patients and carers integrate selfcare into their daily lives and mediate their conditions through technology. In this review, we focus on how patients and carers use and experience self-care technology through a Human-Computer Interaction (HCI) lens. We analyse studies of self-care published in key HCI journals and conferences using the Grounded Theory Literature Review (GTLR) method and identify research trends and design tensions. We then draw out opportunities for advancing HCI research in self-care, namely, focusing further on patients' everyday life experience, considering existing collaborations in self-care, and increasing the influence on medical research and practice around self-care technology. CCS Concepts: r Applied computing → Consumer health; r Human-centered computing → Interaction design process and methods; HCI theory, concepts and models;
Monitoring of health parameters in non-clinical settings is one strategy to address the increasingly aging population and age-related disabilities and diseases. However, challenges exist when introducing self-monitoring activities in people's everyday life. An active lifestyle can challenge the appropriation of healthcare technologies and people with comorbidity may have diverse but co-existing monitoring needs. In this paper, we seek to understand home-based health monitoring practices to better design and integrate them into people's everyday life. We perform an analysis of socio-technical complexities in home-based healthcare technologies through three case studies of selfmonitoring: 1) pre-eclampsia (i.e. pregnancy poisoning), 2) heart conditions, and 3) preventive care. Through the analysis seven themes emerged (people, resources, places, routines, knowledge, control and motivation) that can facilitate the understanding of home-based healthcare activities. We present three modes of self-monitoring use and provide a set of design recommendations for future Ubicomp designs of home-based healthcare technology.
In this paper we describe results from testing coMotion, a shape-changing bench, in three different contexts: a concert hall foyer, an airport departure hall and a shopping mall. We have gathered insights from more than 120 people, with regard to how users experience and make sense of the bench's shape changing capability. The paper applies McCarthy and Wright's six different sense making processes (anticipating, connecting, interpreting, reflecting, appropriating and recounting) as an instrument to analyse people's experience with shape-changing furniture in the wild. The paper also introduces exploring as a seventh sense making process. Based on this analysis, the paper points to three relevant aspects when designing shapechanging artefacts for the wild, namely: 1) Affordance of shape-changing interfaces, 2) Transitions between background and foreground and 3) Interpreting physically dynamic objects.
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